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Rumi
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Rumi
We're going on an adventure... Are you ready?
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šŸ’– Thank you from the bottom of my heart for believing in what I do. Your support helps turn my passion into reality.

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Rumi
About Project Arkavite
Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
Ā ā—‰ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
Ā ā—‰ Romance -Ā  In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
Ā ā—‰ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
Ā ā—‰ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.

Ā 
Why Support Arkavite?
Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project!
I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~

Displaying posts with tag Arkavite.Reset Filter
Rumi
Public post
About Project Arkavite
Project Arkavite is a H-RPG game about experiencing the adventure of a lifetime. Our tale begins in a land rich with fantasy and sprinklings of dungeon-punk. This is a world of magical guns, swords and sorcery -- sporting lecherous lewds and magnificent mysteries!
Broadly speaking, I’m designing an open world in which you can go around adventuring, surviving and exploring endlessly. Something with many JRPG fantasy traits, but doesn’t strictly lock you down the path of a linear story. While the game will have a core narrative, there will be plenty of other aspects focusing on exploration, combat, survival, romance, "romance~", and customization.
Ā ā—‰ Customization - The player character is provided with numerous slots for apparel, but customization doesn't end there! Magical potions, curses, and esoterically induced transformations will present an added layer of customization, allowing you to alter your body in lewd and perverse ways.
Ā ā—‰ Romance -Ā  In Arkavite you will find traditional romancing akin to what you'd see in otome gamu, and that other kind of "romancing~" you may find in eroge. Let your mind run wild! We have a main cast in mind. Pretty bois and some lovely ladies. Capture targets are key!
Ā ā—‰ Survival - Food, drink and rest will be present in this game. When the going gets tough and supplies start dwindling, you may find yourself forced to dine on things you probably shouldn't be eating. Crafting, and construction are also a given. In later stages of development we will tackle weather systems and environmental hazards, both standard and magical.
Ā ā—‰ Exploration - We’re aiming for an open and somewhat organic world. From cities and villages to castles and ruins, a large portion of the world will be hand-crafted. To make the world feel truly larger than life, portions of the world will be procedurally generated. Devious dungeons and wilderness that'd swallow you whole. Our goal is to create an unpredictable, yet enjoyable experience in this endless world of Arkavite.

Ā 
Why Support Arkavite?
Developing games and experiences is my passion. If you've arrived at this page, genuinely like what I do, and want to see it go further, your support would mean the world to me, and go a great way in helping secure the future of this project!
I’d like to offer more if possible, so if there’s anything you want to be seeing from me on top of what I do now, do let me know!

Feel free to stop by our Discord Server~
Check out the Arkavite Website for Dev Logs, the Roadmap and my other creations~
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Rumi
Public post

Project Arkavite [0.14.3-A]: Public Release

Hi everybody. It's that time again. The public release has arrived, and with it, a couple develogs. This update features a full rework of the player model in order to improve character design and facilitate a greater depth of customization. We have updated textures, new sliders and style options. The outfit selection is a little limited right now, but more are expected to be added in the next update (If you're subscribed, that update is expected to arrive Sunday or Monday).

This update also features the introduction of a redesigned inventory and basic equipment stats. Enemies have been rendered pretty weak because of this and are awaiting some buffs. I'll try to get another public patch out before the end of the month as some of the new systems are partially implemented and there are other outstanding issues pending fixes~

I hope you like the new look! Love it or hate it? Be sure to let me know what you think down below.

Log 1: Arkavite [0.14.0-A] Player Update Inbound~

Download Now

If you would like to hop in blind or want a quick rundown, you can download the latest release and find the latest changelog below. Please note, save games made before 0.14-A are incompatible with this version due to equip and customization code receiving extensive reworks.
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Rumi
Public post

Project Arkavite [0.14.3-A] - Hotfix

Hi everyone! Back again~
I’m issuing a quick fix targeting a major issue with dungeon warps, and several other minor issues. In case you missed it, the latest devlog can be found here.

Changes

- Fixed: Issue where upon reaching the end of the dungeon, the warp would take you main menu instead of a new dungeon level.
- Fixed: Missing "Warp To Sandbox" message for the warp located at the dungeon entrance..
- Fixed: Issue where switching between torches and weapons would not immediately update the arm positioning.
- Fixed: Issue where player appears to have no head when ragdolling from first person view.
- Fixed: Issue where male chestplate did not mask out outfit layers directly below, resulting in clipping.
- Fixed: Issue where nipple size appears to automatically max out after character creation. Set values were not being initialized on the player skin on level load.
- Change: Improved gun and sword equip positioning in character hand.
- Change: Updated dungeon end teleporter color
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Rumi

Project Arkavite [0. 14. 2-A]

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The MiniLog [0.14.2-A]: Midweek Madness

Hey hey~ Apologies for the delay.Ā 

There were some menu routing issues present in the last build which had to be fixed. I’ve taken this opportunity to eliminate more bugs which were present and make some additional tweaks.

Let’s take a stroll through all that is new.

The Inventory

Here is the refreshed inventory. There have been a few additional tweaks since the recent update.

Between 0.14.0-A and 0.14.1-A I’ve enlarged and optimized character preview system. The inventory character preview is now larger and functions similar to the character creation preview in that it can be rotated with your mouse.

We also have the new radial stat bars and a fuel gauge. Top to bottom we have satiety (stomach capacity / hunger), hydration (how thirsty you are), LP (lust points – how lusty you are), AP (action points – a store of excess energy for performing actions and a measure of wakefulness) and energy (energy / stamina for performing actions actively – drains AP when depleted).
I created an animated material for the radial stat bars. My idea was to have a water caustic effect for the hydration and lust wheel (because wet), but it looked so good I just had to apply the effect to all of them. The satiety gauge (at the top) turned out beautifully. The effect is not as visible on the energy bar, but it gives the AP bar (bottom outer ring) a pretty nice shine.

In the case of AP and Energy, you'll notice I’ve decided to merge them into one with an outer AP ring and an inner energy ring. Having one inside the over helps express their relation to one another and makes the stat appear less complicated than it would otherwise seem.

I’ve been making some changes to how these survival stats should function in anticipation of stamina being implemented. Hydration and Energy are now given to the player instantly upon consuming an item, and any excess energy is converted to AP instantly. Previously items would have to be slowly digested over time before these stats became usable. This does in fact mean the bars were displaying "potential energy" and "potential hydration" rather than the true current values.

Considering we have HP and MP items which provide the player with instant feedback I felt this disparity would be confusing in play. Furthermore that level of realism is hard to convey and probably not all that fun. Now, the only durational consumption stat you have to worry about is satiety and that is the one which has more of a clear gameplay function. The plans haven’t changed there. The aim is that once you’ve reached your limit you’ll be restricted from consuming items. While you can stop and chow down mid fight, I think restricting the player from eating 10 plates of food 600 potions and 100 cheese will make you think carefully before they eating and prepare before getting into a fight. I may add some add some overconsumption mechanics at a later point in time (there are games like Noita which handle it in a pretty funny way which one could lift inspiration from).

I wanted to replace the bars with these radials because I feel it would help compactify the UI both in the inventory and out. Some of these bars do need to be seen outside of the inventory when in use. For instance, energy and AP will be utilized when sprinting and performing other actions which consume stamina. LP may be utilized when taking lusty attacks or under certain passive effects. These radial bars will look cleaner than a column of regular bars shunted to the side of the screen.

Then the case of Satiety, the fuel gauge representation is far more descriptive than what we had prior, and a good analogue for understanding "this stat represents the fuel for your character", so you should try to keep it topped up above the red line, lest you wish to starve.

To the right of the player we have the new slotted item display. It’s interesting and at least more functional than what we had before. Hovering over a slot will show what’s slotted inside it. It is challenging to represent all these slots. I have an alternate visualization I am toying with which I may try once we have slot icons for item descriptions. I’ll get back to you on this.
Arkavite - Slotted Items

Apparel and weapons have been assigned basic stats which are visible in the inventory. This is represented by a number on the item frame. Equipment stats are super basic right now. Weapons do flat damage, and apparel mitigates damage based on the total equipped across your whole body. We can’t have damage stats without damage numbers! When hitting an enemy, you will see the amount of damage you are outputting above them. Funnily enough the weakest weapons now do more damage than the strongest enemies HP. Enemies will need both their attack and defences buffed, and to improve combat just a little bit more, I will be adding HP bars to enemies in the next update. Let me know whether you love or hate enemy HP bars and / or damage numbers. I can always make these optional.
Arkavite - Damage Numbers


To the right of the player, above the slots I’ve set up a little display for key inventory stats. These will represent, your mobility, carry weight and base protection (please note, only the base protection stat is functional at this time). These stats are influenced based on what you’re wearing and how much you’re carrying so it makes sense to have them here. The radials as well as these stats will soon receive tool tips which should help clarify what each one means and provide you with more granularity where relevant.
Arkavite - Key Stats

I think that just about covers everything new about the inventory. As of 0.14.2-A I’ve redesigned the side buttons to resemble those seen in the character creator and shifted around the interface to balance the left and right sides. The lack of symmetry irked me.

Left of the LP bar there is a new button. There have been a number of LP related changes going on in the background; Consuming lewd foods now grants LP, TF items have been added to dungeon chest, and lewd scenes triggered by consuming lewd foods will now reduce LP to 0 where it makes sense. The plan is to have this new button let you manage LP by triggering fap scenes in a similar vein to existing events. It is currently developing, and I’ll let you know when the first set of scenes are added~
???

Other Notable Changes

- I’ve added several more hairstyles. This marks the last of the regular main hairstyles I wanted to add. We will have some additional variants coming later, based on a couple of the old hairstyle variants which were popular. I am aiming to get some squidstyles into the next update if god wills it.

- Moellas have received a nerf as they were growing boobs too quickly.

- Player skin shading in low light conditions (most prominent in the dungeon) has been updated. I rewrote parts of the Arkavite cel shader to improve consistency in skin shading and support more shadow levels.

- If you’ve played 0.14.0-A and had a rocky time you’ll be pleased to know all the weapon and inventory bugs have now been fixed.

- Adventurer apparel has been hidden around the sky island in chests, and knights armor now spawns in high level dungeon chests. Eventually I would like knights armor to be attainable on weapon stands and in dungeon shops, but this is just a quick change to make exploration slightly more enjoyable in the meantime.

- Last but not least – what has delayed this little log so much – I have refactored the menu routing system. Ever since I made it so [ESC] could back out from menus, we’ve been having problems, and as more sub-menus have been introduced, the problems have been ever mounting. I’ve gone through and rewritten how menus route and given top level menus and sub menus used throughout the system (e.g. Load Menu, System Menu) a distinct hierarchy. Now robust, and if any other issues arise they should be easy to fix.

Upcoming

The next build will arrive next week. Building on combat with HP bars, stamina, improved descriptions for equips (i.e. slot icons and stat comparisons) and the addition of tooltips for stats. The face texturing options which I spoke of last log should hopefully make it into that update as well. I am cleaning up some parts of the character creator and player texture system to make adding these customization easier. Finally, the other major priority is bring in some of the pending outfit sets.
There are a few other things I’m preparing on the side in the name of survival. Now skin shading has been updated the day night cycle will probably make a return and I don’t think it’ll be too long before we see some new rooms added to the sky island.
But that’s all for now! More to come. Until next time~

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Rumi

Project Arkavite [0. 14. 1-A]: Industrious Inventories

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